Class 




Book ()Kf^ 



Copyright T^°. 



COPYRIGHT DEPOSHV 



SKICKET 

THE 

Great American Game 



PASS IT ON 

You will like tkis splendid gfame' 

Pass it on. 
You will kelp increase its fame- 
Pass it on. 
Let it travel down tke years. 
Till tke end of time appears. 
It will bring you joy — not tears; 
Pass it on. 



BY 

CHAS. E. PARISH 

Inventor of the Game and Owner of 

tke Copyriglit 

Los Angeles, California 



Copyrighted 1916 
By Chas. E. Parish 



.S5-T3 



@lkicket 



Tke Most Scientific, Fascinating and 

Fairest Game of Cards Ever 

Invented 



Rules anJ Regulations 

of tke Gamd as Playec by the 

Skicket Club of America 

By 

Cnas. E. ParisL 

(all rigkts reserved) 

PRICE FIFTY CENTS 



Minnie H. Linton, Secretary 
316 Merchants Trusi Building 
Los Angeles - California 



Standard Printing: Co, 
211 New : 



M 22 1916 
©Ct.A433478 



s^ 



kicket CIlul) of Qmerica 



CERTIFICATE OF 
MEMBERSHIP 



Wc(x& QI:erttfitat:e txmitx^ upon 



a life membership in the Skicket Club of America, 
together with all the privileges pertaining thereto, 
including the right to use the name Skicket and 
to apply the rules to a game of cards. 

It is understood and agreed and is herewith 
made a part of the consideration for this book 
of rules and regulations that this certificate is 
not transferable and that the rules and regula- 
tions shall not be loaned, sold or given away. 



To her who 

in the days that are past 

yras my most patient reader and most charitable critic, 

MAUD BELDEN PARISH 

the wife of my youth, 

who, after many years of companionship 

and faithful assistance, has 

been called to a 

HIGHER SPHERE OF ACTION 

this game and this little book of 

rules and regulations are 

affectionately dedicated. 

She loved a fair, honest game 

and all innocent amusements 

and did much to enhance 

the sum of human 

happiness. 



@lkicket 



The best game of cards invented by man, 
Since time in the Garden of Eden began; 
And played by our club without hook or crook, 
Is fully described in this little book. 

It is destined to live in the annals of fame. 
As a new and attractive, a wonderful game ; 
A game that will banish contention and strife 
And help men to win in the battle of life. 



FOREWORD 



The word Skieket originated among the de- 
scendants of the Pilgrim Fathers along the rock- 
bound coast of New England and is supposed 
to be of Indian derivation. It was used to desig- 
nate any quaint, interesting person, object or 
game. The name was selected because the game 
is the fairest, most interesting one ever invented 
and is unique in its quaint originality. 

Ever since cards became the pastime, recrea-- 
tion and amusement of the human race the inge- 
nuity of mankind has been taxed to evolve a 
game that would eliminate luck and substitute 
therefor scientific skill and judgment. This has 
been accomplished in the game of Skieket to a 
greater extent than in any other game. 

The rules of this game eliminate the unequal, 
arbitrary value of suits, the penalizing of a 
player for the overbidding, mistakes or lack of 
skill in a partner and the absurd, illogical and 
unfair methods of counting practiced in some 
other games. These defects are recognized by 
all good players as factors detracting from the 
popularity of otherwise popular games. 

The game of Skieket is fascinating in its sim- 
plicity and the possibility for varied and skillful 
plays. A player' cannot be handicapped by the 
acts of his partner to any serious extent. He can 
profit by the skill and judgment of a partner 



but cannot lose through a partner's lack of 
those accomplishments. Unlike any other game 
a player shares in his partner's success but not 
in his adversity. The game contains many of 
the best and most interesting features of all the 
popular games together with several new and 
interesting features which has caused it to be 
pronounced by expert players the best and most 
scientific game of cards ever invented. 

When a prize is offered for the best score the 
superiority of this game becomes most apparent. 
A player must have a thorough knowledge of the 
game and must exercise superior skill and judg- 
ment in order to mn. Among good players it is 
an interesting contest from start to finish and 
no one's success or lack of success can be at- 
tributed to luck. The inelegant saying, ''A fool 
for luck, ' ' has no place in a Skicket 's vocabulary. 

It is a game that grows in popularity as its 
votaries become more and more familiar with its 
wonderful possibilities. It not only affords an 
opportunity for social intercourse fraught with 
keen pleasure, but it teaches judgment, skill and 
self-reliance, the three chief attributes of suc- 
cess in every field of human endeavor. 

After you become thoroughly familiar with 
the game, after you fully realize its potential 
qualities, its possibilities for harmless amusement 
and its power for good in the development of 
those qualities that make for success in life, we 
bespeak your enthusiastic and lasting friendship 



8 



for the game and your active cooperation in its 
introduction to the amusement loving public. 

We ask all lovers of the game to induce their 
friends to become members of the Skicket Club 
of America and to organize local clubs, as by so 
doing they become familiar with the possibilities 
of the game and will add materially to the pleas- 
ure and amusement of their friends. 

A certificate of membership in the Skicket 
Club of America can be obtained by sending to 
the inventor of the game and owner of the copy- 
right fifty cents in payment for a copy of this 
book containing the rules and regulations of the 
game, if the same cannot be obtained at the local 
book stores. 

The contents of this book are fully protected 
by copyright and all rights are reserved, includ- 
ing the use of the name and the translation into 
all foreign languages and publication in all for- 
eign countries. The Author. 



Che @kickets 



The Skickets are jolly good people to know, 
They treat you so royal wherever you go ; 
After meeting them you will affirm and declare, 
Like the game by that name they're all on the 
square. 

The Skickets have oodles and gobs of fun, 
With the very best game under the sun; 
It doubles their joy and lightens their woe 
And brings them success wherever they go. 



@(kicket 

The Great American Game 



RULES and REGULATIONS 



Clubs 
Spades 
Hearts 
Diamonds 
No Trump 
No Trick 




Bids and Score 


k 




1 


2 


3 


4 


5 
110 


6 
120 


7 
130 


70 


80 


90 


100 

















The game is played by four persons. Bids 
range from one to seven in each suit. The score 
from 70 to 130, according to the number bid. 
All suits are of equal value in the score but rank 
in value of bidding from top to bottom as in 
their position in the schedule. Clubs are the 
lowest and no trick the highest. 

The Deal 

Deal thirteen cards to each player one at a 
time, from left to right. Deal passes to the left. 
Player to the right may cut the cards or pass 
at his option; any other player has also the 
right to cut the cards on demand. The player 
opposite to score keeper has first deal so that 
the pivoting of the players does not interfere with 



11 



the deal. The score keeper can always locate 
the deal by referring to the score sheet. Two 
packs of cards may be used alternately in order 
to facilitate the game if the players so desire. 

The Score Keeper 

Select one player as score keeper at commence- 
ment of game. Individual scores are kept and 
the player having largest score after six hands 
are played is winner of the game. 

Bidding 

Player to left of dealer has first bid, then auc- 
tion bidding until purchased. Six tricks consti- 
tute a "book" and each subsequent trick counts 
one on amount bid. 

Passing 

A player who passes cannot bid again unless 
a subsequent bidder raises or doubles the bid. 

Doubling and Redoubling 

A player may double the bid of an adversary 
but not the bid of a partner. The bidder or 
his partner may redouble an adversary who has 
doubled. 

Redoublers Liability 

"When partner of purchaser redoubles he as- 
sumes the roll of successful bidder, plays both 

12 



hands and assumes all liabilities. Player to left 
has first lead. 

Change of Bid 

When bid is doubled any subsequent bidder 
may change the bid to some other suit of higher 
value. When redoubled the bidding is closed. 

Playing Two Hands 

Partner of successful bidder lays down his 
cards face upwards chronologically arranged 
trumps to the right, alternating red and black 
suits, after the first lead. The purchaser plays 
both hands. 

The Lead 

Player to left of purchaser has first lead unless 
the bid has been redoubled, in which event the 
player to the left of redoubler shall lead. 

When Bidding Is Closed 

When bidding is closed the player to the left 
of the purchaser shall say, ''May I lead?" and 
upon an affirmative reply ''You may," from the 
purchaser, shall proceed to lead in accordance 
with his best judgment and the rules of the game. 

When Purchaser Scores 

When the purchaser scores he and his partner 
are entitled to the amount bid as per schedule and 



13 



the adversaries to ten points for each trick taken 
by them. 

When Purchaser Fails to Score 

When purchaser fails to score he forfeits the 
count but his partner is entitled to ten points 
for each trick taken by the purchaser. The ad- 
versaries are entitled to ten points for each trick 
taken by them. 

When Bid Is Doubled 

When bid is doubled the winner and his part- 
ner are entitled to double the amount bid. The 
loser, whether it be the purchaser or the player 
who doubled, forfeits the count but his partner 
is entitled to ten points for each trick taken. 

When Bid Is Redoubled 

When bid is redoubled the winning partners 
are entitled to four times the amount bid. The 
loser forfeits the count but his partner is entitled 
to ten points for each trick taken. 

A No Trick Hand 

A no trick hand is the reverse of no trump and 
its value consists in the purchaser's ability to 
compel the adversaries to take tricks. The 
player who bids no trick, in order to win must 
compel the adversaries to take as many tricks 
more than a book as his bid indicates. 



14 



The Count in No Trick 

The adversaries to a no trick purchaser who 
scores are entitled to ten points for each trick 
not taken by them. The partner of a purchaser 
or player who doubles or redoubles and fails to 
score is entitled to ten points for each trick 
taken by the adversaries. 

A Lone Hand 

A purchaser but no other player may declare 
a lone hand with the following exceptions: Ex- 
cepting on a no trick bid and when his partner 
has also bid on the same suit. 

Declaring a Lone Hand 

In declaring a lone hand the purchaser shall 
say, ''I will play it alone," before first lead has 
been made, whereupon his partner's hand is laid 
down without being exposed and the cards are 
not played. His partner becomes for that hand 
a silent adversary and likci the other adversaries 
receives the compensation of ten points for each 
trick taken by them. 

Lone Hand When Bid Is Doubled 

When the partner of the purchaser has not 
bid on the trump suit and his bid is doubled 
he may declare a lone hand. If he scores the 
amount bid he is entitled to double the count, 
his adversary who doubled is entitled to nothing, 



15 



but his partner and the other adversary are 
entitled to ten points for each trick taken by the 
adversaries. If the purchaser fails to score he 
loses the count, but his partner and the adver- 
saries are entitled to double the amount as bid. 

Lone Hand When Bid Is Redoubled 

When a bid has been redoubled by the pur- 
chaser whose partner has not bid on the trump 
suit he may declare a lone hand, and if successful 
he alone is entitled to four times the score as bid. 
His partner and the partner of the player who 
doubles are entitled to ten points for each trick 
taken by the adversaries. The player who 
doubled is entitled to nothing. If purchaser who 
redoubled and plays a lone hand is unsuccessful 
his adversaries and his partner are entitled to 
four times the amount bid. 

What Constitutes a Game 

Six hands constitute a game. Individual scores 
are kept and player with largest score is winner 
of the game. 

Pivoting 

Pivot from left of score keeper after each 
second hand so that each player plays two hands 
with each of the other players during the game. 
The score keeper retains his seat throughout the 
game, the player to his left changes seats with 



16 



second player to the left after the first two hands 
and with the third player to the left after the 
second two hands. 

Progressive Skicket 

When there are two or more tables of players 
the winner at each table goes up one table except- 
ing at the head table. At the head table the 
loser goes to the foot at the close of each game. 
Where there are more than two tables of players 
four hands should constitute a game, change of 
partners taking place after first two hands. 

Taking Every Trick 

When a purchaser takes every trick he and his 
partner are entitled to 130 points as per schedule 
for seven tricks more than a book. In a lone 
hand play the purchaser alone is entitled to the 
full score if he takes every trick. In a no trick 
play the same rule applies to purchaser and his 
partner when the purchaser succeeds in forcing 
the adversaries to take every trick. It does not 
affect the count when bid has been doubled or 
redoubled. 

DUPLICATE SKICKET 

Duplicate Skicket, a game to test the skill of 
the most expert players, can be played subject 
to all the foregoing rules. In Duplicate Skicket 
pivot same as in the original game. After six 



17 



hands players assume original positions, reverse 
the boards and finish the game, pivoting after 
each second hand as before, then compare re- 
sults, the player with the highest score being 
declared the winner of the series. 

ROYAL SKICKET 

By adding the joker to the pack and using the 
jacks as bowers the game is converted into Royal 
Skicket. In that case the last card dealt consti- 
tutes the ''widow" and belongs to the successful 
bidder for which one card must be discarded but 
not exposed. 

No Trick in Royal Skicket 

In a no trick play in Royal Skicket the joker 
is the card of lowest value. The player holding 
the joker may call for either suit when leading 
same but must not play it on another player's 
lead while holding a card of the suit as lead. 
The jacks lose their value as bowers. 

The Score in Progressive Skicket 

For Progressive Skicket it is advisable not to 
designate the winner by the number of games 
won, as there is liability of a tie. The winner 
can better be determined by continuous score. 
The player with largest score being declared the 
winner. 



18 



Playing for a Prize 

When a prize is given for the best score strict 
adherence to the rules of the game should be 
observed. The prize should be designated '^The 
Skicket Prize." 

No Information 

No information shall be given or conveyed 
from one player to another excepting in the bid- 
ding, which shall be in the briefest manner pos- 
sible as ' ' one heart, " ' ' two diamonds, ' ' etc. 

No Comments 

When your partner declares a lone hand lay 
your cards down without exposing them and re- 
frain from all comments. 

A Misdeal 

In case a card is shown face upwards during 
the deal it shall be deemed a misdeal on demand 
of any player providing demand is made at time 
of exposure. The dealer does not forfeit the deal. 

Revoking 

If a player revokes and it is discovered before 
the next trick is taken it shall be corrected. If 
not discovered until after the next trick is taken 
it shall be declared a misdeal. The dealer does 
not forfeit the deal. It shall be the duty of the 
dummy to watch the play and call attention to 
any revoke or irregularity in the plays. A player 
who revokes persistently shall be barred from the 
game. 

19 



A FEW DON'TS 



Don't look at another player's hand. 

Don 't look at a trick after the cards are turned. 

Don't look at your cards until the close of the 
deal. 

Don't play out of turn or play a card of the 
wrong suit. 

Don't make yourself conspicuous or obnoxious 
to the other players by word or deed. 

Don't touch a card when you are the dummy 
unless requested to do so by your partner. 

Don't indicate by word or gesture your pleas- 
ure or displeasure with a play, a bid or a double. 

Don 't leave your seat while you are the dummy 
or engage in conversation to distract the atten- 
tion of the other players. 

Don't remove a card from the table after it has 
been played on a trick, unless you have revoked 
and discover your error. 

Don't comment on the value of your hand, 
whether good or bad. It is unfair to your ad- 
versaries and might mislead your partner. 

Don't wet your fingers with your tongue when 
dealing or otherwise handling the cards. It is a 
bad habit, destroys the cards and is dangerous 
from a sanitary standpoint to all the players. 



20 



POINTERS ON BIDDING 



Be conservative in your bidding so as not to 
lose the count. Conservative bidding and good 
playing will help yon to win in this game. When 
you have a good hand bid its full value in order 
to play it alone and also to shut out an indica- 
tion bid by an adversary. 

When to Raise the Bid 

Eaise your partner's bid if you have an assist- 
ing hand and have reason to believe your part- 
ner has not overbid his hand or change the bid 
to some other suit of higher value so as to pre- 
vent a lone hand play. 

When No Trick Is Bid 

When both adversaries bid no trick bid your 
hand beyond its apparent value or assist your 
partner to a greater extent than when any other 
suit is bid. A no trick bid from both adver- 
saries indicates a no trump hand by yourself 
and partner and vice versa. 

A No Trick Bid 

With a no trick hand bid low and do not raise 
your bid when your partner bids on some other 
suit unless you have reason to believe his cards 
are of low value. 



21 



When to Raise Your Bid 

First, when you have bid on a certain suit 
and your partner has raised your bid on another 
suit, change your bid to his suit if you have a 
helping hand in order to prevent a lone hand 
play by your partner, or raise the bid in your 
own suit. 

Second, when your bid has been doubled and 
the probabilities are you will lose the score, 
change your bid to some other suit of higher 
value if there is a probability of winning. It 
is better to lose on a straight bid than on a 
double or redouble. 

Skill and Judgment 

Cultivate judgment in your bidding and skill 
and judgment in your playing. Remember you 
are not entitled to a larger count than indicated 
in your bid, therefore bid to the full value of 
your hand but not beyond its value for by so 
doing you benefit the other players and you 
alone are the loser. You cannot rely on luck 
to any great extent in this game, skill and judg- 
ment are the factors that lead to success. The 
more skillful you become as a player the more 
certain you are to succeed in all of life's under- 
takings. 



22 



THE MYSTERIES OF A 
PACK OF CARDS 



The ace should remind us there is but one 
God. 

The deuce should remind us that He created 
the Heavens and the Earth. 

The tray should remind us that the sun, moon 
and stars are the visible acme of His creative 
power. 

The four-spot should remind us of the four 
cardinal points of the compass within which the 
universe spreads its flaming walls. 

The five-spot should remind us that the Crea- 
tor endowed us with five senses — sight, smell, 
hearing, taste and touch — with which to appre- 
ciate the immensity of His creative powers. 

The six-spot should remind us that the heavens 
and the earth were created in six days or cycles 
of time as we measure eternity. 

The seven-spot should remind us that on the 
seventh day or cycle of time God rested from His 
labors and halowed His great work and that in 
accord with this great law of creation mankind 
should rest one day in seven in order to recu- 
perate their physical powers. 

23 



The eight-spot should remind us that when 
the flood came and covered the earth there were 
only eight persons saved who in their foresight 
builded the ark which floated upon the waters 
until the flood subsided. 

The nine-spot should remind us that in our 
solar system, which is but a small part of the 
siderial universe, there are nine planets — Vulcan, 
Mercury, Venus, the Earth, Mars, Jupiter, 
Saturn, Uranus and Neptune — accompanying 
the sun in its endless journey through space. 

The ten-spot should remind us of the ten com- 
mandments given to Moses from the summit of 
Mt. Sinai upon which are based the laws govern- 
ing human action in all the civilized nations of 
the earth. 

The King and Queen should remind us that 
Kings and Queens will eventually become obso- 
lete factors in the government of nations. That 
with a broader enlightenment and universal suf- 
frage the people will assume the reigns of sov- 
ereignty and establish governments of the peo- 
ple, by the people and for the people. 

The knave should remind us that in order to 
attain success in life and merit the confidence 
and respect of mankind we must play the game 
square or be called a knave by our fellows- 
men. 



24 



The four suits should remind us there are four 
weeks in a month ; the twelve picture cards that 
there are twelve months in a year, and the fifty- 
two cards in a pack that there are fifty-two weeks 
in a year. 

The endless amusement to be derived from the 
game of Skicket should remind us that in order 
to inherit eternal happiness here and in the realm 
beyond the stars we should cause the golden sun- 
shine of happiness to rest as a benediction upon 
our fellow men, which can be accomplished most 
successfully by playing this fair, interesting, 
scientific game. 



25 



